/Engine/Source/Runtime/Engine/Classes/GameFramework/RootMotionSource.h
Mainly for server correction purposes - update this Source's state from another's, usually the authoritative state from the server's version of the Source
Whether the update was sucessful or not. Note that failure to update denotes a complete failure, and the Source will then be marked for removal. We need to remove since we don't have a way of reverting partial updates depending on where the update failed.
virtual bool UpdateStateFrom ( const [FRootMotionSource](API\Runtime\Engine\GameFramework\FRootMotionSource) * SourceToTakeStateFrom, bool bMarkForSimulatedCatchup )